8f28304d0f115b3df503bac13edc630300544aeb
Escalation (EnemySpawner exports, all tunable): - Wave size grows +1 enemy per wave, capped at 20 - Enemy health +15% and damage +10% per wave, applied identically on every peer via the spawn RPC before _ready (so hitbox stats and current_health pick them up) Boss milestone every 5th wave: the Snippest - the basic lobster at 5x scale and 5x combat stats (50 HP, 25 damage, 5x knockback and reach). Movement deliberately not 5x (1.2x - it lumbers). Pays 250 gold and always drops a health orb. Wave escalation multipliers stack on top, so later bosses keep scaling. Boss scene instances basic_enemy.tscn with the BossLobster script; visual/collision children are scaled uniformly in code (not the CharacterBody3D root, not shared shape resources).
SurvivalOfTheSnippest
MultiplayerFighter
Languages
GDScript
100%